Snake, Large Sea (CR 2)
Alignment: Always neutral
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: scent, Listen +5, and Spot +6
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Hit Dice: 3d8 (13 hp)
Fort +3, Ref +6, Will +2
Speed: 10 ft., swim 30 ft.
Space: 10 ft./5 ft.
Base Attack +2; Grapple +6
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d4 and poison
Special Attacks/Actions: Poison
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Special Qualities: hold breath
Feats: Improved Initiative; Weapon Focus (bite)
Skills: +11, Balance, Climb +11, Hide +8, Listen +5, Spot +6, and Swim +8
Climate/Terrain: Warm aquatic
Poison (Ex): Bite, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Constitution. A sea snake's poison is extraordinarily virulent. It has a +2 racial bonus on the poisons save DC.
Hold Breath (Ex): A sea snake can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning. For a typical sea snake, this is 66 rounds, or over 6 minutes.
Skills: A sea snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Improved Initiative: +4 on Initiative checks